I was able to soften it and also make the lighting look more naturalistic and bring the focus to the death and grieving man statues.
Below is the original.
I was able to soften it and also make the lighting look more naturalistic and bring the focus to the death and grieving man statues.
Below is the original.
In any case, this is an old woman holding hands with death in a lonely room that doesn't look like it's had many visitors recently. I tried two versions: colour and black and white. They both have strengths and weaknesses. Did post-processing in Sffinity Studio and discovered that the NIK plugins now work in them, as they did in the older Affinity suite!
I have a good amount of resources with Blender now to accomplish something close to what's in my head. I thought I would learn some techniques like depth passes and isolating parts of a scene with other passes but as I worked on this, none of those things would have been useful.
The large cryptlike building behind the figures is based fairly closely on a structure in a huge cemetery in Budapest. The mourning figure is based on a mourning angel statue, I really liked the pose. The skeleton already had wings so he didn't get any.
I had some buggy issues with Blender that were pretty annoying. I use a Make Human plugin integrated into Blender and Humgen to make more realistic humans but Make Human was missing some features somehow and Humgen wasn't working for the cross-legged pose. I settled on Make Human and it worked out but I need to figure out what went wrong. The skeleton and wings were models from my C4D days. I did post processing in Affinity Studio.
This project was suggested to me at a showing of one of my earlier animations. I did not think I could pull it off, the story has over 1000 people and a setting involving 7 rooms of various colours among other technically challenging aspects. After reading the story a few times more I decided it could be pulled back with less people and less room and still keep the tone and message of the story intact.
Even so, it would mean animating more characters in several shots than I ever had before and involve some animal simulations I wasn’t sure how to pull off. Poe’s wordiness and descriptions were also pulled back partly to reflect the simpler setting but mostly to reflect how bad a narrator I am. I did enhance my voice a little to make it sound better.
I used Make Human and Human Gen to create the characters. This made it feasible to make so many and also Human Gen can add clothes you make or buy in an easy way which I really needed for this project. One thing that Blender has in abundance is reasonably priced fantastic addons so my one man show looks better, I hope, than it would have totally on my own.
It was rendered in EEVEE and compositing and colour work was done in Apple Motion while editing was done in Final Cut Pro.
I did have issues with Human Gen here and there. A few characters suddenly had finger rigging issues and I wish that plugin had more secondary facial controls like Make Human. It has much better skin and hair so it’s a question of which I could get the most out of. The robed figure was simply rigged withAuto Rig pro. Something I plan to use more in future.
Not what is next except to get familiar with compositing in Blender. I would like to use depth maps and maybe motion maps in Apple Motion like I used to and separate elements for better colour corrections. I will try and redo some older animations I think will be greatly improved over the Cinema 4D versions and decide on a new project as I go go through all of that.
This was a bear to do, The coat is not from the plugin I used to make the characters I spent 30 hours trying to attach it so it would animate with the figure. In the end... there is a way to do in the plugin itself which takes 1 minute. God damn it! At least I know about this feature and use it in future. It needed mnor tweaks after it was done but that is often the case.
This image is the opening shot after the title sequence and when the narration will begin. It took a few weeks to design and put together despite using some great plugins to lessen the work load. HunGen for the bodies, Fire_fx for the bonfire, Auto building for the houses and castle, Alt tab easy fog 2 for the atmosphere, and Fauna sketcher to ad crows in the sky and flies (not visible in this shot, for the bodies. The fog rolls forward and the trees have a slight breeze blowing them. Depending on how the narration works out this could be several shots or one longer tracking shot. This is straight from Blender so there will be some colour grading etc in post eventually.
One big challenge, other than my dumb debutant Blender mistakes, was placing the flickering light for the bonfire. making was easy enough but when I placed it in the bonfire it wasn't visible and the render time went up 4 times! I am using Eeevee to render as I did with my first Blender short "the Hound" as its pretty good now and getting better but also fast. This shot takes 30 seconds to render (with the light issue 20 minutes!)
Next step is the model the interior castle rooms where the story takes place. it's 7 rooms, identical save the last one but in different colours. I will need to learn to making some blood effects for this one and continue to work on getting better performances from my characters. Hopefully I can get together with the voice actor for the narration sooner than later as not having it slows down production.
This was a suggestion from some people and I assumed the story was beyond my skills for years but I think I might succeed now and upon writing the script I realized it was not as long as I thought and got some good ideas on how to economize the plot to fit a short animated film.
I am now adding the furniture and textures. There will a lot of books and weird paraphernalia like full animal and human bones on display. The characters live in a secluded manor so no one gets wind of their "collection".
The animation will be in black and white but I thought the colour rendering might be interesting to show as well.
I started with CG Cookie's playlist of basics which introduces you to the layout, interface and basic concepts in a sort of an entertaining but text book way. I will go over it again as I begin to start a real short animation in my Lovecraft series... soon... soon-ish.
I then went on to Blender Guru's famous Blender donut tutorial, updated for 4.0 and teaches the software by taking you through a project using all of Blender's most used features and tools. I didn't follow it slavishly, I have a lot of 3D experience already but it really helped to see it all done step by step in Blender. So I have joined the crowd and finished the donut tutorial.
I do feel I can work or will be able to work in Bender now, gradually getting confidence and learning the things I need to to continue making films. The interface is more user friendly but not exactly intuitive or easy yet. It also crashed much more than C4D did for me. More positively working with the EEVEE live renderer it was much easier to see what I was working on clearly and with a big update for that coming very soon, I can see rendering my finished project quickly. Cycles was more slow but also, I thought, a better render than that of the native C4D rendering options.
So see my donut thing in all it's donut-y glory above.

